A slow-firing, extremely high damage energy gun meant to pose a threat to the largest ships in the Sector. Can only be used at close-range.
The antimatter blaster is one of the most complicated weapons in existence. Antimatter is stored in shells that have their own powered magnetic field projector built into the casing. In order to generate a field strong enough to contain and eject the 10 micrograms of antimatter (typically positrons) the built-in capacitor must spend a considerable time charging. Once a magnetic field of at least 25 kilonewtons is generated, the shell is breached and the antimatter is ejected toward the target, its main propellant being the Lorentz force around the muzzle of the blaster.
The Antimatter Blaster has a number of disadvantages however it's extreme per shot damage still makes it conditionally useful for some builds. It is useful for sudden damage spikes such as triggering an overload on a stressed opponent, or breaching heavy armour. It is the only energy weapon with absolute limited ammo per battle, although it can be doubled with Expanded Magazines. It is a particular favourite for fragile high mobility ships (typically high tech) that desire very short engagement times.